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Show Block Code editor when BlockCode node is selected #41

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Jun 17, 2024
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14 changes: 14 additions & 0 deletions addons/block_code/block_code_plugin.gd
Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,8 @@ extends EditorPlugin
const MainPanel := preload("res://addons/block_code/ui/main_panel.tscn")
static var main_panel

var editor_inspector: EditorInspector

var old_feature_profile: String = ""

const DISABLED_CLASSES := [
Expand Down Expand Up @@ -47,6 +49,8 @@ const DISABLED_CLASSES := [
func _enter_tree():
Types.init_cast_graph()

editor_inspector = EditorInterface.get_inspector()

main_panel = MainPanel.instantiate()
main_panel.undo_redo = get_undo_redo()

Expand Down Expand Up @@ -91,6 +95,16 @@ func _exit_tree():
EditorInterface.set_current_feature_profile("")


func _ready():
editor_inspector.connect("edited_object_changed", _on_editor_inspector_edited_object_changed)


func _on_editor_inspector_edited_object_changed():
var block_code: BlockCode = editor_inspector.get_edited_object() as BlockCode
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I was not aware of Godot's behavior to set the casted value to null if doesn't match the casted type. That's both neat and frightening.

if block_code:
BlockCodePlugin.main_panel.switch_script(block_code)


func _has_main_screen():
return true

Expand Down
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